I'm creating the Mach 5 from speed racer for my Low Poly class mid-term. I've only had one 3d class so far (where the most complicated thing I modeled was some crappy swords), so this isn't anything special. I'm quite inexperienced, and this assignment has been a HUGE learning experience for me. We have to have the high…
Thanks guys for the reply. I am working on a game soldier character for a mod. The texture resolution I am working on is 1024x1024 for the entire model all on one UV tile. Although I'm not sure what the head of the mod team wants in terms of texture resolution so I just went with 1k since this is somewhat of a standard…
Thanks poopipe , it makes sense . Stiil the properly tessellated/decimated mesh around terrain surface features may need much less vertexes than a regular grid. Like several times less but my guess it still more traffic toward the GPU than just textures .
Update 21-02-2016 Hello again, I uploaded new videos with some improvements in asset support, rendering pipeline and user interface, seems hard to start with other things like the brush system :( before finishing other important features. I also added support for FBX, multi shape/material-id meshes (WIP) and mikktspace…
The Divine Unity Shrine - Realtime Tech Demo for Unity 5 My freelance work for Unity Technologies ( Unity 3D ) after much exploding of the beta and smashing of my face on keyboard, this is where my life went for.. a while Video here in 2K ( if you goto youtube site or here http://shadowood.uk/unitypano/ ), select gear in…
Hey all. I had a question that has been bothering me lately about low poly modeling. I was told by someone on here in a thread that when they're doing their high poly models, they'll go ahead and use as many intersecting pieces of geometry as needed, but when they do the low poly they'll try and have as much of it welded…
Visually speaking they are the same, but depending on the shape it could be beneficial for you to make a model/portions of a model as one contiguous mesh. It just depends. Normal maps tend to bake much cleaner with airtight meshes, and there is less wasted UV space in your textures and lightmaps. With your specific example…
Hi everyone, I've not officially gotten these up on ubi.com yet (they should be up this afternoonish), but i wanted to let everyone know that I'm going to be staffing up a few Tech Art positions here at Ubisoft Studio SF. We've built a foundation over the last few years (Rocksmith!)and now we're getting the ball rolling on…
Yes I googled sharpest lenses . Those would be Sigma ones for sony e-mount and they are not that much expensive too. I just wonder if they do any difference vs this TTArtisan 23 mm or even kit lens when set at f/8 or f/5.6 I don't like too soft mesh details I get from a6000 with those apertures and it's definitely not a…